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update
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@ -197,9 +197,7 @@ class BattleDamage{
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private fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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private fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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return if (combatant.getUnitType() == UnitType.City) 0.75f
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return if (combatant.getUnitType() == UnitType.City) 0.75f
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else if(combatant.getCivInfo().nation.unique == "Units fight as though they were at full strength even when damaged"
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else if(combatant.getCivInfo().nation.unique == "Units fight as though they were at full strength even when damaged" && !combatant.getUnitType().isAirUnit())
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&& combatant.getUnitType()!=UnitType.Fighter
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&& combatant.getUnitType()!=UnitType.Bomber)
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1f
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1f
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else 1 - (100 - combatant.getHealth()) / 300f// Each 3 points of health reduces damage dealt by 1% like original game
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else 1 - (100 - combatant.getHealth()) / 300f// Each 3 points of health reduces damage dealt by 1% like original game
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}
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}
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